/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Boss2.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using trace_t = Suake2.UI.game.trace_t;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Boss2
	{
		public M_Boss2()
		{
			InitBlock();
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_stand;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_stand;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_run;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_stand;
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_walk;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] vec = new float[]{0, 0, 0};
				
				float range;
				
				Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec);
				range = Math3D.VectorLength(vec);
				
				if (range <= 125)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_pre_mg;
				}
				else
				{
					if (Lib.random() <= 0.6)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_pre_mg;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_rocket;
				}
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_attack_mg";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_mg;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_reattack_mg";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameUtil.infront(self, self.enemy))
					if (Lib.random() <= 0.7)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_mg;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_post_mg;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_attack_post_mg;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
					return ;
				
				self.pain_debounce_time = GameBase.level.time + 3;
				//	   American wanted these at no attenuation
				if (damage < 10)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Boss2.sound_pain3, 1, Defines.ATTN_NONE, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_pain_light;
				}
				else if (damage < 30)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Boss2.sound_pain1, 1, Defines.ATTN_NONE, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_pain_light;
				}
				else
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Boss2.sound_pain2, 1, Defines.ATTN_NONE, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_pain_heavy;
				}
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				Math3D.VectorSet(self.mins, - 56, - 56, 0);
				Math3D.VectorSet(self.maxs, 56, 56, 80);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Boss2.sound_death, 1, Defines.ATTN_NONE, 0);
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_NO;
				self.count = 0;
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Boss2.boss2_move_death;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "Boss2_CheckAttack";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] spot1 = new float[]{0, 0, 0}, spot2 = new float[]{0, 0, 0};
				float[] temp = new float[]{0, 0, 0};
				float chance;
				trace_t tr;
				bool enemy_infront;
				int enemy_range;
				float enemy_yaw;
				
				if (self.enemy.health > 0)
				{
					// see if any entities are in the way of the shot
					Math3D.VectorCopy(self.s.origin, spot1);
					spot1[2] += self.viewheight;
					Math3D.VectorCopy(self.enemy.s.origin, spot2);
					spot2[2] += self.enemy.viewheight;
					
					tr = GameBase.gi.trace(spot1, null, null, spot2, self, Defines.CONTENTS_SOLID | Defines.CONTENTS_MONSTER | Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA);
					
					// do we have a clear shot?
					if (tr.ent != self.enemy)
						return false;
				}
				
				enemy_infront = GameUtil.infront(self, self.enemy);
				enemy_range = GameUtil.range(self, self.enemy);
				Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, temp);
				enemy_yaw = Math3D.vectoyaw(temp);
				
				self.ideal_yaw = enemy_yaw;
				
				// melee attack
				if (enemy_range == Defines.RANGE_MELEE)
				{
					if (self.monsterinfo.melee != null)
						self.monsterinfo.attack_state = Defines.AS_MELEE;
					else
						self.monsterinfo.attack_state = Defines.AS_MISSILE;
					return true;
				}
				
				//	   missile attack
				if (self.monsterinfo.attack == null)
					return false;
				
				if (GameBase.level.time < self.monsterinfo.attack_finished)
					return false;
				
				if (enemy_range == Defines.RANGE_FAR)
					return false;
				
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
				{
					chance = 0.4f;
				}
				else if (enemy_range == Defines.RANGE_MELEE)
				{
					chance = 0.8f;
				}
				else if (enemy_range == Defines.RANGE_NEAR)
				{
					chance = 0.8f;
				}
				else if (enemy_range == Defines.RANGE_MID)
				{
					chance = 0.8f;
				}
				else
				{
					return false;
				}
				
				if (Lib.random() < chance)
				{
					self.monsterinfo.attack_state = Defines.AS_MISSILE;
					self.monsterinfo.attack_finished = GameBase.level.time + 2 * Lib.random();
					return true;
				}
				
				if ((self.flags & Defines.FL_FLY) != 0)
				{
					if (Lib.random() < 0.3)
						self.monsterinfo.attack_state = Defines.AS_SLIDING;
					else
						self.monsterinfo.attack_state = Defines.AS_STRAIGHT;
				}
				
				return false;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_search";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() < 0.5)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Boss2.sound_search1, 1, Defines.ATTN_NONE, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "Boss2Rocket";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] start = new float[]{0, 0, 0};
				float[] dir = new float[]{0, 0, 0};
				float[] vec = new float[]{0, 0, 0};
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				
				//	  1
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_ROCKET_1], forward, right, start);
				Math3D.VectorCopy(self.enemy.s.origin, vec);
				vec[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(vec, start, dir);
				Math3D.VectorNormalize(dir);
				Monster.monster_fire_rocket(self, start, dir, 50, 500, Defines.MZ2_BOSS2_ROCKET_1);
				
				//	  2
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_ROCKET_2], forward, right, start);
				Math3D.VectorCopy(self.enemy.s.origin, vec);
				vec[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(vec, start, dir);
				Math3D.VectorNormalize(dir);
				Monster.monster_fire_rocket(self, start, dir, 50, 500, Defines.MZ2_BOSS2_ROCKET_2);
				
				//	  3
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_ROCKET_3], forward, right, start);
				Math3D.VectorCopy(self.enemy.s.origin, vec);
				vec[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(vec, start, dir);
				Math3D.VectorNormalize(dir);
				Monster.monster_fire_rocket(self, start, dir, 50, 500, Defines.MZ2_BOSS2_ROCKET_3);
				
				//	  4
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_ROCKET_4], forward, right, start);
				Math3D.VectorCopy(self.enemy.s.origin, vec);
				vec[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(vec, start, dir);
				Math3D.VectorNormalize(dir);
				Monster.monster_fire_rocket(self, start, dir, 50, 500, Defines.MZ2_BOSS2_ROCKET_4);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_firebullet_right";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0}, target = new float[]{0, 0, 0};
				float[] start = new float[]{0, 0, 0};
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
				
				Math3D.VectorMA(self.enemy.s.origin, - 0.2f, self.enemy.velocity, target);
				target[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(target, start, forward);
				Math3D.VectorNormalize(forward);
				
				Monster.monster_fire_bullet(self, start, forward, 6, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, Defines.MZ2_BOSS2_MACHINEGUN_R1);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter11:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "boss2_firebullet_left";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0}, target = new float[]{0, 0, 0};
				float[] start = new float[]{0, 0, 0};
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
				
				Math3D.VectorMA(self.enemy.s.origin, - 0.2f, self.enemy.velocity, target);
				
				target[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(target, start, forward);
				Math3D.VectorNormalize(forward);
				
				Monster.monster_fire_bullet(self, start, forward, 6, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, Defines.MZ2_BOSS2_MACHINEGUN_L1);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter12:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "Boss2MachineGun";
				}
				
			}
			public override bool think(edict_t self)
			{
				/*
				* RST: this was disabled ! float[] forward={0,0,0}, right={0,0,0};
				* float[] start={0,0,0}; float[] dir={0,0,0}; float[] vec={0,0,0};
				* int flash_number;
				* 
				* AngleVectors (self.s.angles, forward, right, null);
				* 
				* flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self.s.frame -
				* FRAME_attack10); G_ProjectSource (self.s.origin,
				* monster_flash_offset[flash_number], forward, right, start);
				* 
				* VectorCopy (self.enemy.s.origin, vec); vec[2] +=
				* self.enemy.viewheight; VectorSubtract (vec, start, dir);
				* VectorNormalize (dir); monster_fire_bullet (self, start, dir, 3,
				* 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
				*/
				jake2.game.monsters.M_Boss2.boss2_firebullet_left.think(self);
				jake2.game.monsters.M_Boss2.boss2_firebullet_right.think(self);
				return true;
			}
		}
		private void  InitBlock()
		{
			boss2_frames_stand = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			boss2_frames_fidget = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			boss2_frames_walk = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null)};
			boss2_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 8, null)};
			boss2_frames_attack_pre_mg = new mframe_t[]{new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, boss2_attack_mg)};
			boss2_frames_attack_mg = new mframe_t[]{new mframe_t(GameAI.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAI.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAI.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAI.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAI.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAI.ai_charge, 1, boss2_reattack_mg)};
			boss2_frames_attack_post_mg = new mframe_t[]{new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null)};
			boss2_frames_attack_rocket = new mframe_t[]{new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 20, Boss2Rocket), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null)};
			boss2_frames_pain_heavy = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			boss2_frames_pain_light = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			boss2_frames_death = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.
				ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, M_Supertank.BossExplode)};
		}
		
		public const int FRAME_stand30 = 0;
		
		public const int FRAME_stand31 = 1;
		
		public const int FRAME_stand32 = 2;
		
		public const int FRAME_stand33 = 3;
		
		public const int FRAME_stand34 = 4;
		
		public const int FRAME_stand35 = 5;
		
		public const int FRAME_stand36 = 6;
		
		public const int FRAME_stand37 = 7;
		
		public const int FRAME_stand38 = 8;
		
		public const int FRAME_stand39 = 9;
		
		public const int FRAME_stand40 = 10;
		
		public const int FRAME_stand41 = 11;
		
		public const int FRAME_stand42 = 12;
		
		public const int FRAME_stand43 = 13;
		
		public const int FRAME_stand44 = 14;
		
		public const int FRAME_stand45 = 15;
		
		public const int FRAME_stand46 = 16;
		
		public const int FRAME_stand47 = 17;
		
		public const int FRAME_stand48 = 18;
		
		public const int FRAME_stand49 = 19;
		
		public const int FRAME_stand50 = 20;
		
		public const int FRAME_stand1 = 21;
		
		public const int FRAME_stand2 = 22;
		
		public const int FRAME_stand3 = 23;
		
		public const int FRAME_stand4 = 24;
		
		public const int FRAME_stand5 = 25;
		
		public const int FRAME_stand6 = 26;
		
		public const int FRAME_stand7 = 27;
		
		public const int FRAME_stand8 = 28;
		
		public const int FRAME_stand9 = 29;
		
		public const int FRAME_stand10 = 30;
		
		public const int FRAME_stand11 = 31;
		
		public const int FRAME_stand12 = 32;
		
		public const int FRAME_stand13 = 33;
		
		public const int FRAME_stand14 = 34;
		
		public const int FRAME_stand15 = 35;
		
		public const int FRAME_stand16 = 36;
		
		public const int FRAME_stand17 = 37;
		
		public const int FRAME_stand18 = 38;
		
		public const int FRAME_stand19 = 39;
		
		public const int FRAME_stand20 = 40;
		
		public const int FRAME_stand21 = 41;
		
		public const int FRAME_stand22 = 42;
		
		public const int FRAME_stand23 = 43;
		
		public const int FRAME_stand24 = 44;
		
		public const int FRAME_stand25 = 45;
		
		public const int FRAME_stand26 = 46;
		
		public const int FRAME_stand27 = 47;
		
		public const int FRAME_stand28 = 48;
		
		public const int FRAME_stand29 = 49;
		
		public const int FRAME_walk1 = 50;
		
		public const int FRAME_walk2 = 51;
		
		public const int FRAME_walk3 = 52;
		
		public const int FRAME_walk4 = 53;
		
		public const int FRAME_walk5 = 54;
		
		public const int FRAME_walk6 = 55;
		
		public const int FRAME_walk7 = 56;
		
		public const int FRAME_walk8 = 57;
		
		public const int FRAME_walk9 = 58;
		
		public const int FRAME_walk10 = 59;
		
		public const int FRAME_walk11 = 60;
		
		public const int FRAME_walk12 = 61;
		
		public const int FRAME_walk13 = 62;
		
		public const int FRAME_walk14 = 63;
		
		public const int FRAME_walk15 = 64;
		
		public const int FRAME_walk16 = 65;
		
		public const int FRAME_walk17 = 66;
		
		public const int FRAME_walk18 = 67;
		
		public const int FRAME_walk19 = 68;
		
		public const int FRAME_walk20 = 69;
		
		public const int FRAME_attack1 = 70;
		
		public const int FRAME_attack2 = 71;
		
		public const int FRAME_attack3 = 72;
		
		public const int FRAME_attack4 = 73;
		
		public const int FRAME_attack5 = 74;
		
		public const int FRAME_attack6 = 75;
		
		public const int FRAME_attack7 = 76;
		
		public const int FRAME_attack8 = 77;
		
		public const int FRAME_attack9 = 78;
		
		public const int FRAME_attack10 = 79;
		
		public const int FRAME_attack11 = 80;
		
		public const int FRAME_attack12 = 81;
		
		public const int FRAME_attack13 = 82;
		
		public const int FRAME_attack14 = 83;
		
		public const int FRAME_attack15 = 84;
		
		public const int FRAME_attack16 = 85;
		
		public const int FRAME_attack17 = 86;
		
		public const int FRAME_attack18 = 87;
		
		public const int FRAME_attack19 = 88;
		
		public const int FRAME_attack20 = 89;
		
		public const int FRAME_attack21 = 90;
		
		public const int FRAME_attack22 = 91;
		
		public const int FRAME_attack23 = 92;
		
		public const int FRAME_attack24 = 93;
		
		public const int FRAME_attack25 = 94;
		
		public const int FRAME_attack26 = 95;
		
		public const int FRAME_attack27 = 96;
		
		public const int FRAME_attack28 = 97;
		
		public const int FRAME_attack29 = 98;
		
		public const int FRAME_attack30 = 99;
		
		public const int FRAME_attack31 = 100;
		
		public const int FRAME_attack32 = 101;
		
		public const int FRAME_attack33 = 102;
		
		public const int FRAME_attack34 = 103;
		
		public const int FRAME_attack35 = 104;
		
		public const int FRAME_attack36 = 105;
		
		public const int FRAME_attack37 = 106;
		
		public const int FRAME_attack38 = 107;
		
		public const int FRAME_attack39 = 108;
		
		public const int FRAME_attack40 = 109;
		
		public const int FRAME_pain2 = 110;
		
		public const int FRAME_pain3 = 111;
		
		public const int FRAME_pain4 = 112;
		
		public const int FRAME_pain5 = 113;
		
		public const int FRAME_pain6 = 114;
		
		public const int FRAME_pain7 = 115;
		
		public const int FRAME_pain8 = 116;
		
		public const int FRAME_pain9 = 117;
		
		public const int FRAME_pain10 = 118;
		
		public const int FRAME_pain11 = 119;
		
		public const int FRAME_pain12 = 120;
		
		public const int FRAME_pain13 = 121;
		
		public const int FRAME_pain14 = 122;
		
		public const int FRAME_pain15 = 123;
		
		public const int FRAME_pain16 = 124;
		
		public const int FRAME_pain17 = 125;
		
		public const int FRAME_pain18 = 126;
		
		public const int FRAME_pain19 = 127;
		
		public const int FRAME_pain20 = 128;
		
		public const int FRAME_pain21 = 129;
		
		public const int FRAME_pain22 = 130;
		
		public const int FRAME_pain23 = 131;
		
		public const int FRAME_death2 = 132;
		
		public const int FRAME_death3 = 133;
		
		public const int FRAME_death4 = 134;
		
		public const int FRAME_death5 = 135;
		
		public const int FRAME_death6 = 136;
		
		public const int FRAME_death7 = 137;
		
		public const int FRAME_death8 = 138;
		
		public const int FRAME_death9 = 139;
		
		public const int FRAME_death10 = 140;
		
		public const int FRAME_death11 = 141;
		
		public const int FRAME_death12 = 142;
		
		public const int FRAME_death13 = 143;
		
		public const int FRAME_death14 = 144;
		
		public const int FRAME_death15 = 145;
		
		public const int FRAME_death16 = 146;
		
		public const int FRAME_death17 = 147;
		
		public const int FRAME_death18 = 148;
		
		public const int FRAME_death19 = 149;
		
		public const int FRAME_death20 = 150;
		
		public const int FRAME_death21 = 151;
		
		public const int FRAME_death22 = 152;
		
		public const int FRAME_death23 = 153;
		
		public const int FRAME_death24 = 154;
		
		public const int FRAME_death25 = 155;
		
		public const int FRAME_death26 = 156;
		
		public const int FRAME_death27 = 157;
		
		public const int FRAME_death28 = 158;
		
		public const int FRAME_death29 = 159;
		
		public const int FRAME_death30 = 160;
		
		public const int FRAME_death31 = 161;
		
		public const int FRAME_death32 = 162;
		
		public const int FRAME_death33 = 163;
		
		public const int FRAME_death34 = 164;
		
		public const int FRAME_death35 = 165;
		
		public const int FRAME_death36 = 166;
		
		public const int FRAME_death37 = 167;
		
		public const int FRAME_death38 = 168;
		
		public const int FRAME_death39 = 169;
		
		public const int FRAME_death40 = 170;
		
		public const int FRAME_death41 = 171;
		
		public const int FRAME_death42 = 172;
		
		public const int FRAME_death43 = 173;
		
		public const int FRAME_death44 = 174;
		
		public const int FRAME_death45 = 175;
		
		public const int FRAME_death46 = 176;
		
		public const int FRAME_death47 = 177;
		
		public const int FRAME_death48 = 178;
		
		public const int FRAME_death49 = 179;
		
		public const int FRAME_death50 = 180;
		
		public const float MODEL_SCALE = 1.000000f;
		
		internal static int sound_pain1;
		
		internal static int sound_pain2;
		
		internal static int sound_pain3;
		
		internal static int sound_death;
		
		internal static int sound_search1;
		
		//UPGRADE_NOTE: The initialization of  'boss2_stand' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_stand;
		
		//UPGRADE_NOTE: The initialization of  'boss2_run' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_run;
		
		//UPGRADE_NOTE: The initialization of  'boss2_walk' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_walk;
		
		//UPGRADE_NOTE: The initialization of  'boss2_attack' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_attack;
		
		//UPGRADE_NOTE: The initialization of  'boss2_attack_mg' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_attack_mg;
		
		//UPGRADE_NOTE: The initialization of  'boss2_reattack_mg' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_reattack_mg;
		
		//UPGRADE_NOTE: The initialization of  'boss2_pain' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter boss2_pain;
		
		//UPGRADE_NOTE: The initialization of  'boss2_dead' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_dead;
		
		//UPGRADE_NOTE: The initialization of  'boss2_die' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter boss2_die;
		
		//UPGRADE_NOTE: The initialization of  'Boss2_CheckAttack' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter Boss2_CheckAttack;
		
		//UPGRADE_NOTE: The initialization of  'boss2_search' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_search;
		
		//UPGRADE_NOTE: The initialization of  'Boss2Rocket' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter Boss2Rocket;
		
		//UPGRADE_NOTE: The initialization of  'boss2_firebullet_right' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_firebullet_right;
		
		//UPGRADE_NOTE: The initialization of  'boss2_firebullet_left' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter boss2_firebullet_left;
		
		//UPGRADE_NOTE: The initialization of  'Boss2MachineGun' was moved to static method 'jake2.game.monsters.M_Boss2'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter Boss2MachineGun;
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_stand' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_stand;
		
		internal static mmove_t boss2_move_stand = new mmove_t(FRAME_stand30, FRAME_stand50, boss2_frames_stand, null);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_fidget' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_fidget;
		
		internal static mmove_t boss2_move_fidget = new mmove_t(FRAME_stand1, FRAME_stand30, boss2_frames_fidget, null);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_walk' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_walk;
		
		internal static mmove_t boss2_move_walk = new mmove_t(FRAME_walk1, FRAME_walk20, boss2_frames_walk, null);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_run;
		
		internal static mmove_t boss2_move_run = new mmove_t(FRAME_walk1, FRAME_walk20, boss2_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_attack_pre_mg' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_attack_pre_mg;
		
		internal static mmove_t boss2_move_attack_pre_mg = new mmove_t(FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, null);
		
		//	   Loop this
		//UPGRADE_NOTE: The initialization of  'boss2_frames_attack_mg' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_attack_mg;
		
		internal static mmove_t boss2_move_attack_mg = new mmove_t(FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, null);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_attack_post_mg' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_attack_post_mg;
		
		internal static mmove_t boss2_move_attack_post_mg = new mmove_t(FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_attack_rocket' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_attack_rocket;
		
		internal static mmove_t boss2_move_attack_rocket = new mmove_t(FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_pain_heavy' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_pain_heavy;
		
		internal static mmove_t boss2_move_pain_heavy = new mmove_t(FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_pain_light' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_pain_light;
		
		internal static mmove_t boss2_move_pain_light = new mmove_t(FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run);
		
		//UPGRADE_NOTE: The initialization of  'boss2_frames_death' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] boss2_frames_death;
		
		/*
		* static EntThinkAdapter xxx = new EntThinkAdapter() { public boolean
		* think(edict_t self) { return true; } };
		*/
		
		internal static mmove_t boss2_move_death = new mmove_t(FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead);
		
		/*
		* QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn
		* Sight
		*/
		public static void  SP_monster_boss2(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_pain1 = GameBase.gi.soundindex("bosshovr/bhvpain1.wav");
			sound_pain2 = GameBase.gi.soundindex("bosshovr/bhvpain2.wav");
			sound_pain3 = GameBase.gi.soundindex("bosshovr/bhvpain3.wav");
			sound_death = GameBase.gi.soundindex("bosshovr/bhvdeth1.wav");
			sound_search1 = GameBase.gi.soundindex("bosshovr/bhvunqv1.wav");
			
			self.s.sound = GameBase.gi.soundindex("bosshovr/bhvengn1.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/boss2/tris.md2");
			Math3D.VectorSet(self.mins, - 56, - 56, 0);
			Math3D.VectorSet(self.maxs, 56, 56, 80);
			
			self.health = 2000;
			self.gib_health = - 200;
			self.mass = 1000;
			
			self.flags |= Defines.FL_IMMUNE_LASER;
			
			self.pain = boss2_pain;
			self.die = boss2_die;
			
			self.monsterinfo.stand = boss2_stand;
			self.monsterinfo.walk = boss2_walk;
			self.monsterinfo.run = boss2_run;
			self.monsterinfo.attack = boss2_attack;
			self.monsterinfo.search = boss2_search;
			self.monsterinfo.checkattack = Boss2_CheckAttack;
			GameBase.gi.linkentity(self);
			
			self.monsterinfo.currentmove = boss2_move_stand;
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.flymonster_start.think(self);
		}
		static M_Boss2()
		{
			boss2_stand = new AnonymousClassEntThinkAdapter();
			boss2_run = new AnonymousClassEntThinkAdapter1();
			boss2_walk = new AnonymousClassEntThinkAdapter2();
			boss2_attack = new AnonymousClassEntThinkAdapter3();
			boss2_attack_mg = new AnonymousClassEntThinkAdapter4();
			boss2_reattack_mg = new AnonymousClassEntThinkAdapter5();
			boss2_pain = new AnonymousClassEntPainAdapter();
			boss2_dead = new AnonymousClassEntThinkAdapter6();
			boss2_die = new AnonymousClassEntDieAdapter();
			Boss2_CheckAttack = new AnonymousClassEntThinkAdapter7();
			boss2_search = new AnonymousClassEntThinkAdapter8();
			Boss2Rocket = new AnonymousClassEntThinkAdapter9();
			boss2_firebullet_right = new AnonymousClassEntThinkAdapter10();
			boss2_firebullet_left = new AnonymousClassEntThinkAdapter11();
			Boss2MachineGun = new AnonymousClassEntThinkAdapter12();
		}
	}
}